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Is there any way for an amulet item to be given attack/damage bonus?


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12 réponses à ce sujet

#1
Orion7486

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Hi all, I didn't realize this while I've been making several items and giving them properties via tag-based scripting.
For some of these items I was scripting attack and damage bonus's.  Though it scripts alright, I just realized that only certain base item types will allow those properties to work.
Is there any way to get an amulet base type to have attack/damage bonus?
Or is there a universal base type that allows any property to be put on it?
Thanks for any replies.

#2
kamal_

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iirc the restriction on what items can have what enchantments is controlled by 2da. So the answer would be yes. I do not know which 2da though.

#3
Orion7486

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Ah, thanks for the pointer. It looks like it's in itemprops.2da

#4
Orion7486

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Drat, thought that would work. Editing that 2da does allow putting attack or damage bonus on the amulet thru the property window. In game, the bonus is listed in the item's description. However, the bonus isn't getting applied. In the character sheet window, there is no change to the attack bonus, nor is it reflected in the computation shown within the chat window during an attack.



So, it doesn't work whether the property is placed on the amulet directly, or thru tag-based scripting.

#5
dunniteowl

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I'm betting that it has to be a weapon or a spell related, targetable item to have those work and apply. I'm guessing and I stress that, but it seems unless you're smacking, throwing or stabbing someone with it, Attack/Damage bonii probably won't get properly applied. If you add in STR and DEX bonii to the amulet, it might allow characters to get those bonii you seek to grant?

dunniteowl

#6
Orion7486

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Yeah, I've already got other bonuses(bonii??) on these items. There's other options I can go with rather than these two.

#7
MasterChanger

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Does you tag-based script apply an enhancement bonus itemprop to the item? Does it add EffectAttackIncrease to the player? (I'd think the second option would be the way to go.)

#8
Orion7486

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I've been using ItemProperty functions on these items. I had first thought about using the Effect, but changed when I thought the ItemProperty function would work. What I like about the ItemProperty functions are that when the item is unequipped, everything in the script is removed automatically without additional lines of script.

If I can't get a decent alternative to work, I'll probably use the Effect. Thanks for the idea. I had gotten my mind on a one track pattern.

#9
dunniteowl

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Yeah, bonii (first time I attemped that version of plural, it doesn't feel right on the tongue, though) as opposed to bonus'. Radius, bonus, octopus, radii, bonii, octopi. Go figure. Still not sure if that's an accurate reflection of logical grammar. In any case, it sounds like my PoV on the whole weapon/item concept might be off and using that scripting command should, logically, be able to apply those bonus' to the character.

dno

#10
Orion7486

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Unfortunately, something seems to block the bonuses from being applied.

#11
The Fred

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dunniteowl wrote...
Yeah, bonii (first time I attemped that version of plural, it doesn't feel right on the tongue, though) as opposed to bonus'. Radius, bonus, octopus, radii, bonii, octopi. Go figure.


I'm pretty sure it would be boni, one I, since you replace the "us" with one; "radii" is only so because it comes from radi-us. The plural of "octopus" would, technically, be "octopodes" (the word is of Greek origin, not Latin, though this is heard almost as infrequently as "platipodes". Of course, if we were doing all that we'd call these fora, too, rather than forums.
Posted Image

To get back on topic, though, if allowing the properties to be added through the 2das does not work, you could add the bonuses (or "boni") to the character by applying an effect in the item's OnEquip event.

#12
Dann-J

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I imagine an amulet might enhance the beard-based attacks of a bearded devil or durzagon. Or perhaps if you swung it about viciously...



Otherwise, I'd say the game engine is doing a fine job of only allowing certain properties on certain item types. Although admittedly I was disappointed once I learned that gauntlets with attack or elemental damage bonuses only worked during unarmed combat.

#13
Orion7486

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The Fred wrote...

dunniteowl wrote...
Yeah, bonii (first time I attemped that version of plural, it doesn't feel right on the tongue, though) as opposed to bonus'. Radius, bonus, octopus, radii, bonii, octopi. Go figure.


I'm pretty sure it would be boni, one I, since you replace the "us" with one; "radii" is only so because it comes from radi-us. The plural of "octopus" would, technically, be "octopodes" (the word is of Greek origin, not Latin, though this is heard almost as infrequently as "platipodes". Of course, if we were doing all that we'd call these fora, too, rather than forums.
Posted Image

To get back on topic, though, if allowing the properties to be added through the 2das does not work, you could add the bonuses (or "boni") to the character by applying an effect in the item's OnEquip event.

DannJ wrote...

I imagine an amulet might enhance the beard-based attacks of a bearded devil or durzagon. Or perhaps if you swung it about viciously...

Otherwise, I'd say the game engine is doing a fine job of only allowing certain properties on certain item types. Although admittedly I was disappointed once I learned that gauntlets with attack or elemental damage bonuses only worked during unarmed combat.

Before this topic degenerates to the point of discussing the possibility of using boning as an attackPosted Image, I'll just look at using the effect.
Thanks for the help and the chuckles.